Simple Movement Kit and Animation Helper
A simple player controller using the new Unity input system, providing delegates for direction and action callbacks to animate characters.

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- Category:
- Templates › Packs
- Developer:
- RiverExplorer™ Games LLC
- Price:
- FREE
- Favorites:
- 22
- Supported Unity Versions:
- 2022.3.55 or higher
- Current Version:
- 1.3
- Download Size:
- 3.73 MB
- Last Update:
- Jan 7, 2025
- Description:
- The Simple Movement Kit and Animation Helper is a Unity package that offers a straightforward player controller using the new Unity input system. It provides a comprehensive set of delegates that report direction and action callbacks to help animate characters. The package includes a sample scene and documentation, and it has been tested with various input devices, including keyboard, mouse, Xbox controller, and Oculus headset. The AnimationHelper class is a comprehensive solution for managing player animations, handling initialization, state transitions, event-driven animations, and automatic idle transitions. The package also includes a PlayerInputActions.inputactions file that can be edited to suit specific needs. The demo included with the package does not use all of the available delegates, but it demonstrates how to use them. The package is compatible with PC, PC-VR, Oculus, and WebGL platforms. The developer is open to feedback and plans to expand the package based on user input.
- Technical Details:
- The package provides a range of features, including:
* Turn player movement on/off
* Turn player turning on/off
* Turn jumping on/off
* Enable Pan-Up/Pan-Down (for non-VR)
* Enable/Disable input schemas (Keyboard, Mouse, Xbox controller, XR Controller)
* Enable/Disable Jump
The package includes 52 delegate hooks/callbacks, such as:
* HitSomething(Collision CollidedWith, Rigidbody Rb)
* IsAttack(Facing Towards, Moving PlayerMoving)
* IsBlock(Facing Towards, Moving PlayerMoving)
* IsBuff(Facing Towards, Moving PlayerMoving)
* IsDamage(Facing From, Moving PlayerMoving)
* IsDie(Facing PlayerFacing)
* IsEat(Facing PlayerFacing, Moving PlayerMoving)
* IsFaint(Facing PlayerFacing)
* Fall(Facing PlayerFacing, Moving PlayerMoving)
* GetUp(Facing PlayerFacing, Moving FromDirection)
* Hack(Facing Towards, Moving FromDirection)
* IsIdle(Facing PlayerFacing)
* MeleeOneHanded(Facing Towards, Moving PlayerMoving)
* MeleeTwoHanded(Facing Towards, Moving PlayerMoving)
* Rest(Facing PlayerFacing)
* Roll(Facing RollTowards, Moving PlayerMoving)
* Sit(Facing PlayerFacing)
* IsIdleAndLooking(Facing PlayerFacing)
* IsIdleAndReadyToAttack(Facing PlayerFacing)
* IsJump(Facing PlayerFacing, Moving JumpVector)
* Left90(Facing WasFacing, Facing NowFacing, Moving PlayerMoving)
* Right90(Facing WasFacing, Facing NowFacing, Moving PlayerMoving)
* Turn(Facing WasFacing, Facing NowFacing, Moving PlayerMoving)
* UTurned(Facing WasFacing, Facing NowFacing, Moving PlayerMoving)
* Run(Facing PlayerFacing, Moving PlayerMoving)
* Shoot(Facing PlayerFacing, Moving PlayerMoving, int What = 0)
* ShootArrow(Facing PlayerFacing, Moving PlayerMoving, int What = 0)
* Sleep(Facing PlayerFacing)
* CastSpell(Facing PlayerFacing, Moving PlayerMoving, int What = 0)
* Strafe(Facing PlayerFacing, Moving PlayerMoving)
* Tired(Facing PlayerFacing)
* IsVictory(Facing PlayerFacing, Moving PlayerMoving)
* IsWalkCircle(Facing PlayerFacing)
* Walk(Facing PlayerFacing, Moving PlayerMoving)
* Panning(Facing Player, Moving PlayerMoving, Facing ObjectWasFacing, Facing ObjectNowFacing, GameObject WhatToPan)
* NoMovement(Facing PlayerFacing, float TotalNoMovementTime)
* CollidedWith(Facing PlayerFacing, Moving PlayerMoving, Collision CollidedWith)
* CollisionStopped(Facing PlayerFacing, Moving PlayerMoving, Collision CollidedWith)
* StillColliding(Facing PlayerFacing, Moving PlayerMoving, Collision CollidedWith)
* CollidingWhileMoving(Facing PlayerFacing, Moving PlayerMoving, ControllerColliderHit WeHit)
* EnteredTrigger(Facing PlayerFacing, Moving PlayerMoving, Collider Trigger)
* ExitedTrigger(Facing PlayerFacing, Moving PlayerMoving, Collider Trigger)
* GrabLeft(Facing PlayerFacing, Moving PlayerMoving, bool IsGrabbed)
* GrabRight(Facing PlayerFacing, Moving PlayerMoving, bool IsGrabbed)
* SelectLeft(Facing PlayerFacing, Moving PlayerMoving, bool IsSelected)
* SelectRight(Facing PlayerFacing, Moving PlayerMoving, bool IsSelected)
* TalkToComputer(Facing PlayerFacing, Moving PlayerMoving, bool IsPressed)
* MenuPressed(Facing PlayerFacing, Moving PlayerMoving, bool InMenuMode)
* TakeImage(Facing PlayerFacing, Moving PlayerMoving)
* PushToTalk(Facing PlayerFacing, Moving PlayerMoving, bool IsPressed)
* PlayerPresent(Facing PlayerFacing, Moving PlayerMoving, bool IsPresent)
* PayerNotInTheAir(Facing PlayerFacing, Moving PlayerMoving, bool OnGround)
The package has been tested with Oculus controllers and Xbox controllers, and it is compatible with PC, PC-VR, Oculus, and WebGL platforms. - Continue »